Chasing is dead and I will never play a 115 movement speed m1 killer ever again
Most of killers in this game are dead and not just literally.
Almost all my games everyone runs made for this, I literally cannot catch anyone if I dont have a perfect chase under 1 minute, and even longer if the survivor has a godlike setup, which is most of the maps that have it.
If I dont use a map offering survivors usually bring one and brings be to a very survivor sided map.
I always had a feeling BHVR is either very survivor sided, or hates most killers in the game besides Nurse or Blight that never catch any nerfs, but weaker killers do?
Besdies a few killers, game is unplayable on killer side.
I cant help but feel like BHVR loves babysitting survivors and holding their hand, making sure they have a nice experience while they pretend that killer side is fine, its not.
I dont wanna play Nurse just because she one of the very few viable killers in the current state of the game.
I honestly cant believe just how ridiculously bad m1 killers with normal chase are right now.
Its just crazy that on killer side you cant play casually at all, you always need to sweat and bring strong killers and have sweat time instead of fun time, its just not enjoyable at all if you have to sweat every game if you dont want an easy 3-4 man escapes for survivors. This is not balanced at all!
Also to add more to this, they destroyed the most fun part of the game, which was chasing, chasing doesn't exist anymore since killer always loses the chase and its not worth chasing in the first place.
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If devs are very survivor sided, it means only 1 thing. You play survivor too little. The weakest role in whole game right now is soloQ. It's even worse then weak M1 killers.
Also - not counting endurance part, huge number of killers can't even tell those 3% are in game. That's how influential the perk is. Even though there are a lot of complaints, it's just way weaker then lithe/sprint that get you totally out of deadzone compared to MfT that potentially prolongs the chase by a few milliseconds.
And I do play mainly no-mobility killers if you feel the need to ask.
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That's not true but ok...
If you think it's milliseconds, you are really bad at math.
It's not worse than Lithe, or Sprint Burst. It's completely different perk.
Those perks are burst of movement speed. MFT is snowball that scales with skill of survivor.
MFT also has good synergies with Iron Will, Resilience, Dead hard.
Iron Will is still a good perk, but it wasn't viable for some time, because of requirement not being exhausted. Well, it works with MFT really good.
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I'm still playing Ghostface, Pig, Wraith and Dredge, all essentially 115% M1 killers unless you count Pig's Ambush or Dredge's anti-loop remnant.
No issues here. I notice MfT occasionally, usually when the survivor in question is following me clicking their flashlight, but most of the time it's not a problem.
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Sometimes it literally is milliseconds. If I surprise someone with bubba and chain them, or surprise them with pinhead or any other M1 killer because they don't know from what direction to expect me (or run at me), it's literally a few milliseconds - it's true if the chase is shorter then a few seconds. Also even if it's not a few milliseconds - I genuinely have hard time to tell apart survivors that run it and survivors that don't (with exception to endurance).
Compared to sprint burst - where they would actually get away and start to loop me even if I surprised them.
Also I would argue that IW and probably also DH are ONLY good if paired with MfT. Otherwise they are bad (but not trash-tier) perks.
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So if you take killer that is counter to MFT, you don't care about MFT. Who would have thought.
OP is talking about M1 killers and you bring Bubba...
Let's say there is distance of 10 meters between survivor and killer. That's not that much, right? Worst case scenario, you are Legion. You can't do anything to catch up fast.
Without MFT it will take you 16 seconds to catch up.
With MFT it would be 20 seconds.
That's why everyone is saying 20% more distance.
Then just take into account pallets and connecting loops.
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Well I'm glad somebody said it, but you do know saying anything in support of killers on this forum is an open invitation to be insulted and gaslit nonstop right?
The reality is killers are second class citizens, and bhvr balances the game as if that were the case. I suspect it's going to be a long time before any killer besides blight, nurse or Wesker is even remotely playable in this boring binary genrush meta.
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For me, to be honest, MFT gain some time, but in most of my games MFT don't affect me at all and I playing a lot of legion this days, the amount of time I see MFT doing nothing was a lot.
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It's really not that impactful. I'm playing your typical M1 chase killers - Clown, Trapper, Legion - and while I notice MFT in a few of the games it's in, it's hardly losing me games. Almost every killer in the game has something they can do about MFT, and the ones that don't are both weaker anyway and just have to chase normally, which MFT doesn't prevent.
When MFT stacks with stuff, then it's a problem. On its own, it's an edge in chase but it isn't overwhelming.
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Half of M2 killers are also dead, Huntress, Trickster and Deathslinger can't catch an MFT that is looping around tall, round rocks. Technically they can catch up but it will take 30-40 seconds, are you willing to go 'round a rock for 40 seconds? Perk designers have no clue how this game is played.
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if killers are 2nd class, then soloQ is 3rd class. Sure 4man SWF is very strong especially with strongest kit they could bring. But right now I would say C33+alch ring blight is even stronger (thanks to BNP nerf) - so for 2nd class citizens - it works only on part of killer list.
using chainsaw is not always possible, using chainsaw only on healthy person is not always the best play, I mentioned also pinhead or other M1 killers (legion being best example). As I already said - I have hard time noticing the difference. Also as I said - the perk SOMETIMES makes literally difference a few milliseconds - but other times sure it can give you those 4s to catch up. It's a perk - and exhaustion one. It should be strong because of it.
trickster is weak overall. He needs buffs regardless of this perk. But huntress and slinger should NOT try to catch survivors. They have a shooting capability for a reason. Sure - DS can be hard, because his skill ceiling is absurdly high compared to his "normal" gameplay. But that does not mean any of those 2 struggle against the perk if played right
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Perk makes difference in milliseconds (exactly 0) only if you insta down, or you are stealth killer and surprised survivor.
But at that point I can say exactly same thing about Lithe. It's not unique for MFT.
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Lol at the comparison, you do understand made for this is not an exhaustion perk right?
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I uninstalled anyway, its honestly infuriating what the state of the game is and how obvious it is BHVR will always favor survivors, onto the next game.
Post edited by Adaez on3 -
I had daily on Deathslinger and 4x MFT squad sent me to Wreckers' Yard.
I hate those rock loops as 110%.
I can't remember last time I was that close to giving up.
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Or you successfully mind game survivor. Or survivor gets stuck. Or it's interior and he runs at you. Or .... There are a lot of possible reasons. Lithe can allow you to leave the loop altogether for one with better visibility... Also your 16m example is not a norm too. If survivor sees me from such a distance and is able to run directly away from me - I am probably not going to chase him no matter if he has the perk or not.
For all intends and purposes IT IS. You can't effectively use it in conjunction with any other exhaustion perk, but maybe deadhard and background player. Technically you can, but technically you can use both lithe and balanced landing at the same time - lo and behold, nobody is using them together because of same anti-synergy.
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I want to see how a good survivor with MfT does against a good killer player who is on the same level as them.
MfT is a perk that benefits good loopers who know their stuff. Ofc bad survivors don't benefit for it and bad killer players should be doing badly against amazing loopers, that's the point.
The question is how useful is MfT before EGC against good killers.
If we can accept the existence of strong killers in the right hands (Nurse, Blight, Wesker etc.), there should also exist perks for survivors that are meh on bad/mediocre survivors and useful-good on good survivors.
It's kind of boring all counterplay for killers to hinge on good teamwork and good co-ordination, there should be more perks that are useful individually and can be elevated at great levels if an amazing survivor brings it.
Look at WoO. If a bad looper brings it, it's not great, but when a decent/good looper brings it, you have people crying for it to get nerfed. But this is a perk that is only useful when you play solo (as you don't know where deadzones are). If you're playing with a team that calls out stuff it's unnecessary because you will know if someone used shack pallet or not etc.
Post edited by JustAnotherNewbie on1 -
If you haven't played Killer in months then you have no MMR as killer and you are just being fed a bunch of baby survs who can't actually play the game
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Oh right, because you don't get distance after getting injured, right? That never happens...
And you always drop a chase after injuring survivor. Only hit&run on any killer.
Funny is all your counterplay works only if survivor screws up. Yeah, perk is not good if survivor is bad. Who would have thought....
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survivor gets 16m distance on you on hit? Because for everyone else it's 1.8s speed burst of 165% speed + additional 100% speed for 0.9s. But killer can move during his CD - so the distance is still a little below 14m. To down a person after this is not such a big investment. Yes. It buys in this case some extra time. It's still less then sprint or lithe
Also - it's like with nurse. If you are predictable, then nurse can screw up and blink wrongly. But if you do correct things, it's much more likely nurse will actually screw up. The roles are just swapped for other killers.
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I never talked about 16 m, I talked about 10 m.
You are mixing meters and seconds.
Your expectation of it being less than Lithe works only if you get downed after those 20 seconds.
With 14 meters, it's 29 seconds tho.
You want to tell me you are not going to reach any pallet or window in 29 seconds? Because if you do, then there is also more time and snowball gets bigger.
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Btw Lithe gives you 150% movement speed for 3 seconds.
That's 18 meters, while killers is walking too, which is 13,8 meters. So lithe gives you 4,2 m extra distance, which is 7 seconds.
Of course main purpose is to get away from deadzone without getting injured if possible. That's why I said those perks are not same.
But if you want to compare time you gain, than MFT is way better. Just from getting injured, if you only hold W into corner, it's only 1 second less, but there is no maximum limit.
Lithe is 7 seconds, once per chase basically.
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Exactly. I value lithe/sprint/balanced more then MfT, because it allows me to get to loopable spot. Like I probably shouldn't care if they nerf MfT - because same as DH, I don't really like the perk and never used either of them after I tried them out a few times.
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you were one of the player that said MFT was not going to be a meta perk. I knew from very start that this perk would be top 5-10 survivor perk as soon as it was announced. I think your missing what makes this perk so strong in comparison to those other perks. MFT gives 3% haste to the survivor which amount to 20% extra catch-up. A lot of m1 killers have little to no gameplay at pallet loops because pallet loops are too safe. this means they're forced to break pallets. by breaking pallets the survivor can make distance to next loop. this perk essentially buffs your ability to chain pallet loops by 20%. your example on health-state is also relevant. it takes 20% longer for killer to catch-up to health-states so hold-w+healing is more valuable as well. The issue with Lithe and SB is that they lack control for user when they get speed. they're pure hold-w perks where as MFT and Nickolas cage Dramaturgy give you distance exactly where you need it. it allows survivor player to manage and control their distance which adds huge skill expression for survivor looping.
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Come again when you go againts mft squads.
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If all the counterplay a killer have is based on survivor mistakes then that's not counterplay at all, its just bad for the game
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Yes. I expected it to not be used at all. I still consider the perk inferior to sprint/lithe, because moving to loopable location is IMO still more valuable. Guess I was wrong considering perception of other people.
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for 110% m/s, i think its 40% catch-up but technically distance does not matter as much because you have ranged weapon option. too bad deathslinger's gun is kinda weak range post-nerf vs good players imo. same with trickster. weak range killers.
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Checked it and you are right.
10 meters distance gets from 25 seconds to 35 seconds. That's 40% increase. (It's different with bloodlust of course)
They might have ranged weapons, but there are loops where you can't use them, mainly rock loops.
There you have to brute force it with bloodlust and get rid of that pallet. If you try to use your power, you only lose bloodlust and distance.
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i consider throwing over loops as bonus, not as given. i think their main strength is that you get ranged-lunge that has condition of LOS which means you can break pallets, then shoot projectiles between pallet breaks. It's kinda like playing a slow-blight. pallet breaking is a lot more worse for M1 killers. m1 killers usually do not get any chance to knock-off health-states so they usually end up being in pallet-break simulator mode if the survivor is good. I wouldn't feel bad if your losing on deathslinger. I find him too easy outplay his gun as survivor, so in my opinion, I think he's kinda weak regardless of MFT.
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Yeah, I used to be Deathslinger main, but I can't be bothered to play him after his nerfs.
I played him for quickscopes, that's gone. You are forced to fake aim, which I find really boring.
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